Phoenix V2.0 By Stuart A. MacLean Posse Interactive Software Disclaimer:- The author cannot be held liable for the suitability or accuracy of this manual and/or the program it describes. Any damage directly or indirectly caused by the use or misuse of this manual and or/or the programs it describes is the sole responsibility of the user her/him self. Copyright and distribution:- This program and its associated data files are public domain and may be distributed freely and may not be sold for money to gain profit. The routines of this program are the copyright of Stuart A. MacLean (c) 1995 and cannot be copied or disassembled and used in other people's work without the sole permission of myself. Credits: Programming by Bonez (Stuart MacLean) Graphics by Shamus and Artvark Music by Feekzoid. Installing:- Please note now that this demo is AGA only. To install the program and the data files (keeping the data files and their subdirectory) into a directory or a disk and then assign that directory or drive to `Aggresion:':i.e. Assign Aggresion: Run from CLI by running the program "Phoenix". Usage:- The camera position in the walk-around is controlled by the joystick in the following manner. To move forward and backwards push the joystick up and down respectively. To rotate from left to right push the joystick left and right respectively. To move the camera position on the vertical up and down press the fire button and at the sametime push and up and down on the joystick respectively. To control the size of the screen use the function keys f1-f7. The screen sizes and modes and listed as follows:- f1 - Lores copperlist. f2 - Hires copperlist. f3 - 128*72*8 screenmode. f4 - 160*90*8 screenmode. f5 - 192*108*8 screenmode. f6 - 256*144*8 screenmode. f7 - 320*180*8 screenmode. To exit the program press the left mouse button. History:- Well where shall I start. The ideas for this program started out in September 1994. I had just finished learning 68020 and I wanted to write a graphics engine for demos and games. I started of by looking at the code for tmapdemo and then for Wolf_3D but I couldn't understand the processes that they were using in their code. So I developed a realtime scale routine of my own. But this did not have the speed that I needed. I left the routine on the backwash until Feburary this year when I found the out how to use the chunky2planar rountines. So using these I developed a realtime scale routine based on the one I had done in September. The next step was to develop a texture map routine for doing walls which could handle a rectangular polygon at any angle and at any distance. The development of the Texture Map Engine took about 2-3 weeks which after that I started work on Aggresion (Transwarp II) demo for the Posse (still under development). After completing the major sections of the code for the Aggresion I developed the code from the demo and produced this program in about a week. I then added the worked on the copperlist viewing routines (2 days ago) and then I added the options of the function keys, music player, animation brushs. So that is more or less a little story of the development of this program. The reason for the assignment to Aggresion: drive is the programs source code was storied in my Aggresion directory. As for the name Phoenix that is a different matter. After doing the realtime scaling routine using the chunky2planar routine I worked a program to do a realtime walkaround. But this program failed due to the amount of mistakes and bugs and found in the program. I was trying to run before I could walk. So I took from what I had learned about that program and developed it into the Texture Map Engine and also developed this program which is the result. The name Phoenix is that this is program that arose from the ashes of the program that had failed. A bit poetic I know. Future:- I am starting work on a new engine which is totally different. This time I am using full raycasting, matrix transformation, Z-buffer alogthrims, BSP- tree structures for polygon storage, new and improved texture map routines, Cyrus-Beck polygon clipping alogrthims and so on. But I have nearly finished all the research and theory into it. This is going to be used in a commercial game that we The Posse are working on called "Rise of the Dawn.". To contact me e-mail at - s.a.maclean@pp.dundee.ac.uk To contact Shames at e-mail - mcscs1jy@dct.ac.uk To contact Feekzoid at e-mail - pxhannay@mc-lon.mobil.com